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ZRP - A joint effort in fixing S.T.A.L.K.E.R.

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Question Do YOU want an unofficial patch?
Answers
Yes, I'm desperate!
Yeh, why not...
I don't care either way.
Could easily do without it...
Decane, stop spamming the forums with your dumb ideas! NO!
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  11:19:18  19 October 2019
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4261
The links to the current Zone Reclamation Project (ZRP) download site are in my first post on the previous page (as of this post).

My life has been busier than usual these past few months. I hope to be more active here in the winter months.
__________

MrSeyker, I'll follow up on the anomalous values. Thanks for finding and for reporting them.
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100RadsBar, you don't want to comment out a table that way. Yes, copy the file to the scripts folder. Then edit it and find this line:

  if has_alife_info(lv.req_info) then

Comment the entire line out, as well as the corresponding end statement at the same level of indentation in the function.

Undo the comments you added previously. That just leaves the entries with nil values.

Then you'll need to execute the code once for a new game. You can look in bind_stalker.script for the "storyline_actor_start" info_portion check. In that block you can insert a line with zlc.add_fp_level_changers() to add the extra level changers when a new game is started. Alternatively, you can put the code inside the bCheckStart test block, which will call the function every time a session starts up (on the load of a save or a level change). This is safe; if the LCs exist already, nothing will happen other than a few more milliseconds will be spent checking.

Also see the add_lchanger_location() function in the ZRP's level_tasks.script file for the extra code needed to support the placement of level changer broken-circle markers.
  15:15:36  13 October 2019
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
Messages: 1641
zlc.script

Hi NatVac hope you are doing well

I am trying to adapt the zlc.script to Priboi Story Overhaul.

Is it enough to copy it to the scripts folder, and comment out the req_info?

["to_yantar"] = --{req_info="bar_deactivate_radar_start",

The game does not seem to activate the LC.
  17:48:15  14 August 2019
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
 

Message edited by:
MrSeyker
08/16/2019 0:16:46
Messages: 426
NatVac, I noticed an oversight while I was messing around with immunities.ltx

The Medium Resistance immunity profile is 50% more resistant to explosives than the rest.

Now, the number is logic given how resistances are handled in each profile: No resistance is set at 1, Low resistance it set at 0.8, medium resistance is set at 0.5, high resistance is set at 0).

But explosion and bullet resistance is always set at 1 in the other profiles (ignoring the old, much stronger per armor sections, which are unused in vanilla - except for 1 type of monolith mesh that you can encounter in Pripyat/Stancia if I'm not mistaken).

Also, the low resistance profile has radiation immunity set at 1 despite that value being normally set at 0 elsewhere.
  03:35:04  6 August 2019
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4261
Bangalore, if my dog is using it, she is doing so without my knowledge and without my permission. (Not that my prohibition would stop her anyway. o_O) What someone else may be doing with the leaked source is their business; GSC has not yet opposed the public release of the source and resulting builds, probably because no one is attempting to make money off of it. But the de facto "open source" availability is not yet with GSC's expressed permission, to my knowledge, so that does put some limits on my personal efforts here, as I've stated in this thread previously.

Meanwhile, there's some activity that says GSC hasn't completely abandoned this game. The Steam SoC forum has a stickied topic for an official effort, with a beta available through Steam, at the top of the thread list here: https://steamcommunity.com/app/4500/discussions/
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100RadsBar, thanks to your push to get new level changer positions, I found out that I was incorrectly using the matrix functions in zlc.script for the box shapes of LCs. It worked for the new level changers added by ZRP as you progress through the game (they are spherical), but boxes are used for a lot of the existing LCs.

Now the remaining work is just turning the crank. I need to figure out a good way to deploy the change without putting too much of a burden on the game to see if it has already changed the LCs if the change is desired, or if vanilla LC positions are preferred again after a while.
  20:04:40  16 July 2019
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
Messages: 1148

---QUOTATION---

I sure did, Bangalore. I apologize for the misunderstanding, something I did in part because it is not trivial to assemble the compiler and code and work through the dependency issues to build the binaries. That ZRP runs fine on it is good feedback, although it sounds like not much has changed. Maybe GSC will make the leaked code open source when S.T.A.L.K.E.R. 2 is released.
---END QUOTATION---



It's really not trivial, but not me, rather someone else made decent job with that repo. Most other x-ray repo was a garbage, what i tried, and needed a coder to make it compile.

The source code is already open source since years for non-commercial/modding purposes. As i said earlier, everyone and everyone's dog uses it already.
  08:04:38  16 July 2019
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4261
I'm getting burned out on life, literally: Another nearby lightning strike resulted in zapping several Ethernet ports on several devices and one computer HDMI port. This happened the day I last posted, and we're still finding devices acting flaky like the WiFi access point this past week.

Tip if you live on a hill or where lightning is possible: Don't have any loops, not even one, in your Ethernet wiring anywhere (or use figure-8 twists) so that nearby strikes won't induce voltages/currents in the wiring. The modem and router were fine because I did this a decade ago, when a nearby strike zapped the original ones and a computer. The same next-door neighbors were hit again, and their damage was much more costly.
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---QUOTATION---
Sorry, i believe you misunderstood something, I don't work on engine builds, I lack the skills to fix engine bugs. I just found a repo, which can be compiled easily, and ZRP runs fine on it. It would be an ideal starting repo for someone with c++ engine skill, and someone who wants to fix engine errors.
---END QUOTATION---


I sure did, Bangalore. I apologize for the misunderstanding, something I did in part because it is not trivial to assemble the compiler and code and work through the dependency issues to build the binaries. That ZRP runs fine on it is good feedback, although it sounds like not much has changed. Maybe GSC will make the leaked code open source when S.T.A.L.K.E.R. 2 is released.
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MildlyMenacingMeem, welcome to the forum. You could try MrSeyker's adaptation of that InGameCC mod; see his post on page 364 in this thread.
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100RadsBar, I haven't forgotten you. Not much spare time available yet, but once the current fires die down, there should be some time to work on the level changers.
  00:11:42  9 July 2019
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MildlyMenacingMeem
(Novice)
 
On forum: 07/08/2019
 

Message edited by:
MildlyMenacingMeem
07/09/2019 0:12:37
Messages: 1
Suggestion: Add that CC and Subtitles mod

Considering you guys added that sleeping bag, how about adding that subtitles mod by CaptRobau found here?: https://www.gamewatcher.com/mods/s-t-a-l-k-e-r-shadow-of-chernobyl-mod/in-game-cc-and-subtitles-1-00

It may not be an important fix per se, but it doesn't change the core gameplay either which is your primary concern, is it not?

I think it would fit neatly with ZRP considering ShoC has a lot of voice lines for enemies, friendlies and neutrals alike that are in Russian. I can most definitely make the claim that me and a large majority of the player base who can't understand Russian are interested in what the characters say, and this mod provides. Unfortunately it does conflict with ZRP so I wondered if there is any chance that you can integrate it into your mod?
  09:47:16  24 June 2019
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
 

Message edited by:
Bangalore
06/24/2019 9:48:28
Messages: 1148

---QUOTATION---

I wish you well with your build efforts. Like the others, I'm also looking forward to anything you (and others dealing with that repo/those repos) find out.
---END QUOTATION---



NatVac
Sorry, i believe you misunderstood something, I don't work on engine builds, I lack the skills to fix engine bugs. I just found a repo, which can be compiled easily, and ZRP runs fine on it. It would be an ideal starting repo for someone with c++ engine skill, and someone who wants to fix engine errors.
  03:25:09  24 June 2019
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4261
Current Zone Reclamation Project (ZRP) download site:
http://www.metacognix.com/stlkrsoc/
ZRP FAQ: http://www.metacognix.com/stlkrsoc/ZRP_FAQ.html

Please read the documentation in the mod's archive before posting here. And your question might already be answered elsewhere; you can try Google with the search parameter site:gsc-game.com to check this site.

Have a crash? A freeze or lockup? A BSOD? A shutdown? Go here, first:

---QUOTATION---
"Crash To Desktop (CTD): Causes and Treatment":
https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_id=11715&sec_id=12

Crashes still in the game:
http://www.metacognix.com/stlkrsoc/CrashesStillInTheGame.html
---END QUOTATION---


Read the "Find your log file" section. Most "crashes" are fixable, but we need the info from the end of the log file.

Bugs in STALKER-SoC: http://www.metacognix.com/stlkrsoc/BugsInSTALKER.html
Troubleshooting FAQ: http://www.metacognix.com/stlkrsoc/TroubleshootingFAQ.html

Feel free to mention any bugs or crashes you know that are missing from the list.

If you don't start a new game, there may still be some minor problems with your saved games. The saves are modified versions of the all.spawn file present when you started your current game. Saved games based on mods might also include custom items from those mods, and support for them will need to be properly merged to avoid crashes.
__________

Two weeks ago, almost to the very hour as I was preparing to answer posts, the power went out for a couple of days after a serious storm passed through the area with 80 mph/130 kph winds. A lot of trees and tree branches were blown down. I had to participate in a clean-up that just finished that Friday. On top of that we were hosting guests for a while.

While we had company last weekend, another round of storms came through, with a tornado warning for our area. So another post postponement, so to speak.

And guess what? Another round of "enhanced threat" storms is due later today! The only difference is that it is late, so I can get this out, finally.

Meanwhile:

100RadsBar, I couldn't get xrSpawner to work properly enough to process the all.spawn on Linux, so I moved your all.spawn and xrSpawner to a Windows 7 box a while back and painfully extracted the information on all the level changers to a text file, field by field. I still need to compare the vanilla values with those of your Priboi Story, then make a script file with the two sets, selectably applied by a flag variable set by the Modifier program.

Right now I'm swamped with even more backlog, but I will eventually finish this. I don't like xrSpawner in part because it hides so much from the one using the program; if I need more info I'll likely try to troubleshoot the acdc.pl issue with the PS all.spawn.
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---QUOTATION---
This is needed only because of how xrai works - it gathers a new spawn from level.spawn and level.game files from SDK gamedata levels folders.
Yep, the game engine isn't using level.spawn and level.game files from gamedata levels folders, only the all.spawn. The SOC vanilla level.spawn and level.game files weren't updated with patches, i guess they still represent 1.0000 version even in 1.0005.

---END QUOTATION---


Bangalore, that's also not surprising. I didn't see anything in the decompiled all.spawn that would cause that error message when using the same game version, so it must be some change in the game.graph that requires the new game.

The error saying "there is no specified level in the game graph :" with bogus level IDs is just about the most common error left. The scary part for me is that the IDs are random, so there is a possibility that some IDs are otherwise valid level IDs, but wrong for the intended purpose.

A speculation I've made previously is that some variable is not always being initialized properly (or memory is being overwritten) so the corresponding values passed are not valid. Because this is not a common error, it might be due to another error and this is happening as a side effect. That would explain why the bypass of the assert (which crashes the game) keeps the game working. I don't understand about any artifact activation by NPCs, though; It is not something I've seen in vanilla.

I wish you well with your build efforts. Like the others, I'm also looking forward to anything you (and others dealing with that repo/those repos) find out.
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MrSeyker, thanks for helping WalkingDeath1337. I know what it is like to have a lot of piled-up work to wade through! Even our waste management service thinks it will be a month before they finish cleaning up the trees that were blown down in the first storm. They are about one-third finished.
  10:28:38  26 May 2019
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 426

---QUOTATION---
Can I make it so the Tunder (5.45 and S14) can accept a PSO (in version 1.006)? Is there an optional plugin with ZRP?
---END QUOTATION---



I made a number of addons to modify weapons attachments in ZRP.

http://www.mediafire.com/file/5dysi2a4b1mxnsv/ZRP_Weapon_Attachments_1_1.rar/file

This is the older one, which only has the files necessary to enable attachments for the weapons which have them disabled in vanilla.


This is the latest version, based on the example NatVac set for weapon modfication in ZRP 1.09:

http://www.mediafire.com/file/6k34hesebbhsgf3/ZRPWeaponModv1.0.rar/file

This one is more complete.

It includes the files to ALL the vanilla weapons, so you can enable attachments in weapons disabled in vanilla, and even disable attachments from weapons that already accept attachments.

You can also enable the pistol tweak for the sawn-off, and sprinting with snipers, the RPG7 and the RG6.

And you can tweak the time_to_aim so that your shots are more powerful with the automatic weapons (though the text doesn't clearly indiacate what these do, as these were written before better understanding of the aim feature was obtained thanks to the source code).

By default is 1.0, set to 0 to increase damage output.

Finally, this version also has tweaks that allow you to change the weapon positions on screen.

I adapted a mod by TWiST3D found on MODDB, who made his version for use with the ZRP (though I probably tweaked his files a bit).

And also Brapped's weapon positions based on Clear Sky.


This mod adds quite a lot of files to the ZRP gamedata folder, and it's old and kinda messy, so keep in mind that if you drop it into your gamedata, you'll have to work a bit to remove it.

Since I made this one, I've reworked the method I use to make addons, so that their files are stowed away in their own folders separate from NatVac's files.

The idea is to make them installable from the mod folder, so that anyone can revert to the ZRP default files if needed.

But I have a lot of work pilled up so I'm not done with this.
 
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